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<P class="p0 ft0">NEVADA GAMING CONTROL BOARD</P>
<P class="p1 ft0">NEW GAMING DEVICE SUBMISSION PACKAGE</P>
<P class="p2 ft0">UPDATED 11/22/2010</P>
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<TABLE cellpadding=0 cellspacing=0 class="t0">
<TR>
	<TD class="tr0 td0"><P class="p3 ft0">New Gaming Device Submission Package</P></TD>
	<TD class="tr0 td1"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr1 td0"><P class="p4 ft0">Table of Contents</P></TD>
	<TD class="tr1 td1"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p5 ft2"><A href="#page_4">New Gaming Device Submission Overview ..............................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p6 ft0"><A href="#page_4">4</A></P></TD>
</TR>
<TR>
	<TD class="tr3 td0"><P class="p5 ft2"><A href="#page_4">Submission Checklist.................................................................................................................................</A></P></TD>
	<TD class="tr3 td1"><P class="p6 ft0"><A href="#page_4">4</A></P></TD>
</TR>
<TR>
	<TD class="tr4 td0"><P class="p5 ft2"><A href="#page_7">Software Build Environment.....................................................................................................................</A></P></TD>
	<TD class="tr4 td1"><P class="p6 ft0"><A href="#page_7">7</A></P></TD>
</TR>
<TR>
	<TD class="tr3 td0"><P class="p5 ft2"><A href="#page_8">Frequently Asked Questions .....................................................................................................................</A></P></TD>
	<TD class="tr3 td1"><P class="p6 ft0"><A href="#page_8">8</A></P></TD>
</TR>
<TR>
	<TD class="tr3 td0"><P class="p5 ft2"><A href="#page_10">Compliance Report Outline and Guidelines............................................................................................</A></P></TD>
	<TD class="tr3 td1"><P class="p6 ft0"><A href="#page_10">10</A></P></TD>
</TR>
<TR>
	<TD class="tr4 td0"><P class="p7 ft2"><A href="#page_10">Device Description: .............................................................................................................................</A></P></TD>
	<TD class="tr4 td1"><P class="p6 ft0"><A href="#page_10">10</A></P></TD>
</TR>
<TR>
	<TD class="tr5 td0"><P class="p7 ft2"><A href="#page_10">Unique Characteristics: .......................................................................................................................</A></P></TD>
	<TD class="tr5 td1"><P class="p6 ft0"><A href="#page_10">10</A></P></TD>
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<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_10">Technical Standards and Regulation 14:.............................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p6 ft0"><A href="#page_10">10</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_10">Technical Standard [1.020] Electrical Interface Immunity..................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_10">10</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_11">Technical Standard [1.030] Coin Acceptor and Receiver....................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_11">11</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_11">Technical Standard [1.035] Change voucher or coupons ...................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_11">11</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_11">Technical Standard [1.040] Hopper ....................................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_11">11</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_12">Technical Standard [1.045] Printers....................................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_12">12</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_12">Technical Standard [1.050] Physical Security .....................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_12">12</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_13">Technical Standard [1.060] Communication with Associated Equipment..........................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_13">13</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_14">Technical Standard [1.062] Communication between Client or Conventional Gaming Device and</A></P></TD>
	<TD class="tr2 td1"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr6 td0"><P class="p7 ft2"><A href="#page_14">Servers or System Portions of a Gaming Device.................................................................................</A></P></TD>
	<TD class="tr6 td1"><P class="p8 ft0"><A href="#page_14">14</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_14">Technical Standard [1.066] Remote access to gaming devices ..........................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_14">14</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_15">Technical Standard [1.070] Error Conditions......................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_15">15</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_16">Technical Standard [1.080] Control Program Requirements..............................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_16">16</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_19">Technical Standard [1.084] Control Program Requirements for System Supported Games..............</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_19">19</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_21">Technical Standard [1.086] Control Program Requirements for System Based Games.....................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_21">21</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_22">Technical Standard [1.090] Bonus or Extended Game Features ........................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_22">22</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_23">Technical Standard [1.100] Reel strips................................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_23">23</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_23">Technical Standard [1.110] Safety ......................................................................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_23">23</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_23">Technical Standard [1.120] System Based Game Configuration ........................................................</A></P></TD>
	<TD class="tr2 td1"><P class="p8 ft0"><A href="#page_23">23</A></P></TD>
</TR>
<TR>
	<TD colspan=2 class="tr7 td2"><P class="p9 ft0">Page 2 of 34</P></TD>
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<TABLE cellpadding=0 cellspacing=0 class="t1">
<TR>
	<TD class="tr0 td0"><P class="p3 ft0">New Gaming Device Submission Package</P></TD>
	<TD class="tr0 td3"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr1 td0"><P class="p7 ft0"><A href="#page_24">Technical Standard [1.130] Requirements for downloading software to a conventional gaming</A></P></TD>
	<TD class="tr1 td3"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr8 td0"><P class="p7 ft3"><A href="#page_24">device or client station from a system supported game ....................................................................</A></P></TD>
	<TD class="tr8 td3"><P class="p8 ft0"><A href="#page_24">24</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft0"><A href="#page_24">Technical Standard [1.135] Requirements for downloading software to a conventional gaming</A></P></TD>
	<TD class="tr2 td3"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr6 td0"><P class="p7 ft2"><A href="#page_24">device or client station from a system based game ...........................................................................</A></P></TD>
	<TD class="tr6 td3"><P class="p8 ft0"><A href="#page_24">24</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft0"><A href="#page_24">Technical Standard [1.140] Conditions for changing active software on a conventional gaming</A></P></TD>
	<TD class="tr2 td3"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr8 td0"><P class="p7 ft3"><A href="#page_24">device or client station that is part of a system supported or system based game. ..........................</A></P></TD>
	<TD class="tr8 td3"><P class="p8 ft0"><A href="#page_24">24</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_25">Technical Standard [2.010] Accounting Requirements ......................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_25">25</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_25">Technical Standard [2.020] Accounting of Inappropriate </A><NOBR><A href="#page_25">Coin-Ins.....................................................</A></NOBR></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_25">25</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_25">Technical Standard [2.030] Accounting of Hopper Payouts ...............................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_25">25</A></P></TD>
</TR>
<TR>
	<TD colspan=2 class="tr5 td4"><P class="p7 ft3"><A href="#page_25">Technical Standard [2.040] Meters for gaming devices, system supported and system based games</A></P></TD>
</TR>
<TR>
	<TD class="tr8 td0"><P class="p6 ft2"><A href="#page_25">............................................................................................................................................................</A></P></TD>
	<TD class="tr8 td3"><P class="p8 ft0"><A href="#page_25">25</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_27">Technical Standard [2.045] Meters for system based games.............................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_27">27</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_27">Technical Standard [2.050] Credit Play Requirements .......................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_27">27</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_27">Technical Standard [2.060] Award Cards............................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_27">27</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_28">Technical Standard [2.070] Jackpot Odds...........................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_28">28</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_28">Technical Standard [4.010] User Authorization..................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_28">28</A></P></TD>
</TR>
<TR>
	<TD colspan=2 class="tr2 td4"><P class="p7 ft3"><A href="#page_28">Technical Standard [4.020] Mobile Communications Device Communication with a Mobile gaming</A></P></TD>
</TR>
<TR>
	<TD class="tr6 td0"><P class="p7 ft2"><A href="#page_28">System.................................................................................................................................................</A></P></TD>
	<TD class="tr6 td3"><P class="p8 ft0"><A href="#page_28">28</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_29">Technical Standard [4.030] Location Restrictions...............................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_29">29</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft3"><A href="#page_29">Technical Standard [4.040] Mobile Communications Device Volume................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_29">29</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_29">Regulation 14.024 ...............................................................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_29">29</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_29">Regulation 14.025 ...............................................................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_29">29</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_30">Regulation 14.040 ...............................................................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_30">30</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p7 ft2"><A href="#page_32">Regulation 14.170 ...............................................................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_32">32</A></P></TD>
</TR>
<TR>
	<TD class="tr2 td0"><P class="p6 ft2"><A href="#page_33">Operator Selectable Options Checklist ...................................................................................................</A></P></TD>
	<TD class="tr2 td3"><P class="p8 ft0"><A href="#page_33">33</A></P></TD>
</TR>
<TR>
	<TD class="tr3 td0"><P class="p6 ft2"><A href="#page_34">Gaming Device Subcontractor Checklist.................................................................................................</A></P></TD>
	<TD class="tr3 td3"><P class="p8 ft0"><A href="#page_34">34</A></P></TD>
</TR>
</TABLE>
<P class="p10 ft0">Page 3 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p12 ft4">New Gaming Device Submission Overview</P>
<P class="p13 ft5">Any manufacturer desiring to obtain approval of a new gaming device must have a current license from the State Gaming Control Board (Board) to act as a manufacturer of gaming devices. A manufacturer may seek licensing through the Board’s Applicant Services. Once an application has been filed with the Board applicants are encouraged to contact the Technology Division to begin discussions on the conceptual compliance of the gaming device. Once the applicant has been placed on the Board agenda for licensing as a manufacturer, the Technology Division will officially accept a new gaming device submission from the applicant.</P>
<P class="p14 ft6">A licensed manufacturer requesting approval for a new gaming device must have established a new game financial account balance of at least $75,000 with the Board as part of the official submission. The approval process, as set forth in Regulation 14, consists of a Lab evaluation, field trial, and Board and Commission review and approval. Lab time required for testing and approval heavily depends on the complexity of the device as well as any time required by the manufacturer to correct issues identified by the Lab. Typically the process takes anywhere from 6 to 12 months. Laboratory fees for the test and evaluation of a new gaming device are assessed at the rate of $150 per hour. Expenses for Lab personnel traveling to new game approval hearings and court recorder charges relating to those device hearings are prorated against the accounts of the manufacturers represented at the hearings.</P>
<P class="p15 ft5">At no time during the approval process shall the manufacturer of the new gaming device collect any revenue for operation of the device. During the field trial, the location hosting the trial will collect 100% of any generated revenue. Employees of the manufacturer may not play the gaming device while on trial.</P>
<P class="p16 ft5">Upon request, at least one fully functioning production type model of the gaming device must be delivered to the GCB Technology Division which is located at 750 Pilot Road, Suite H, Las Vegas, Nevada, 89119. An additional device may be requested if required.</P>
<P class="p17 ft4">Submission Checklist</P>
<P class="p18 ft5">New Gaming Device submissions submitted to the Lab for review must include the materials listed in this checklist in order to be considered a complete submission. Please note that review of your submission will not commence unless your submission is complete. Incomplete submissions may be rejected from the Lab and returned to the Manufacturer.</P>
<P class="p19 ft5"><SPAN class="ft0">1.</SPAN><SPAN class="ft7">As required by 14.030(2)(a), a complete, comprehensive, and technically accurate description and explanation in both technical and lay language of the manner in which the device operates, signed under penalty of perjury. (Compliance Report)</SPAN></P>
<P class="p20 ft9"><SPAN class="ft0">2.</SPAN><SPAN class="ft8">As required by 14.030(2)(b), a statement under penalty of perjury that to the best of the manufacturer’s knowledge, the gaming device meets the standards of section 14.040.</SPAN></P>
<P class="p21 ft3"><SPAN class="ft0">3.</SPAN><SPAN class="ft10">A letter requesting review of your device that indicates the manufacturer’s name, address, phone number, and fax number. Included in this letter should be a list of the persons authorized to</SPAN></P>
<P class="p22 ft0">Page 4 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p23 ft0">communicate with the Board or the Laboratory relative to the new gaming device by organizational position.</P>
<P class="p24 ft0"><SPAN class="ft0">4.</SPAN><SPAN class="ft11">A digital image of the production version of the device.</SPAN></P>
<P class="p25 ft0"><SPAN class="ft0">5.</SPAN><SPAN class="ft11">Completed hardware and software modification request sheets.</SPAN></P>
<P class="p25 ft0"><SPAN class="ft0">6.</SPAN><SPAN class="ft11">Completed New Gaming Device Operator Selectable Options Checklist.</SPAN></P>
<P class="p25 ft0"><SPAN class="ft0">7.</SPAN><SPAN class="ft11">Completed New Gaming Device Subcontractor checklist.</SPAN></P>
<P class="p26 ft0"><SPAN class="ft0">8.</SPAN><SPAN class="ft11">A copy of all executable software, including data and graphic information and a copy of all source code for programs that cannot be reasonably demonstrated to have any use other than in a gaming device, submitted on electronically readable, unalterable media.</SPAN></P>
<P class="p27 ft0"><SPAN class="ft0">9.</SPAN><SPAN class="ft11">A copy of all graphical images displayed on the gaming device including, reel strips, rules, instructions, pay tables, and any strategies used in the game.</SPAN></P>
<P class="p28 ft0"><SPAN class="ft0">10.</SPAN><SPAN class="ft12">Provide the Lab with all necessary hardware, software and documentation to reproduce programming and executable software. This typically includes a PC that contains no operating system, along with an operating system and compiler that is submitted on OEM media or downloaded from a verifiable source approved by the Lab. The documentation must include procedures for installing and configuring the operating system, compiler tools, libraries, certificates and anything else necessary to reproduce programming and executable software.</SPAN></P>
<P class="p29 ft0"><SPAN class="ft0">11.</SPAN><SPAN class="ft12">A letter from a licensed gaming operator that expresses willingness to host a field trial of the device and includes the number of machines to be placed on the floor as well as a point of contact for the field trial.</SPAN></P>
<P class="p30 ft0"><SPAN class="ft0">12.</SPAN><SPAN class="ft12">*For System Based, System Supported, and Mobile Gaming System submissions:</SPAN></P>
<P class="p31 ft0"><SPAN class="ft0">a.</SPAN><SPAN class="ft13">A network diagram that identifies all components on the network including but not limited to EGMs, servers, socket IDs, switches, routers, access points, remote logging devices and security devices.</SPAN></P>
<P class="p32 ft0"><SPAN class="ft3">b.</SPAN><SPAN class="ft11">A listing of all applicable security settings such as firewall rules and configurations, router ACLs, group policies, etc.</SPAN></P>
<P class="p33 ft0"><SPAN class="ft0">c.</SPAN><SPAN class="ft14">A user access listing that identifies all user roles and their level of access to the gaming device as well as a description on how system administrator level access is achieved on the system portion of the device.</SPAN></P>
<P class="p34 ft0"><SPAN class="ft3">d.</SPAN><SPAN class="ft11">A floor map of the installation location that identifies all applicable surveillance coverage necessary to comply with Technical Standard 1.050(3)(b). If any gaming device in the installation request offers a payout of more than $250,000, the map shall also identify surveillance coverage necessary to comply with all applicable surveillance standards.</SPAN></P>
<P class="p35 ft0">Page 5 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p36 ft0"><SPAN class="ft3">e.</SPAN><SPAN class="ft11">A copy of all applicable internal controls for operation of the system based, system supported, or mobile gaming system.</SPAN></P>
<P class="p37 ft0"><SPAN class="ft0">13.</SPAN><SPAN class="ft12">*For Mobile Gaming System submissions:</SPAN></P>
<P class="p38 ft0"><SPAN class="ft0">a.</SPAN><SPAN class="ft13">A floor map of the installation location that identifies the intended wireless gaming area and that identifies:</SPAN></P>
<P class="p39 ft16"><SPAN class="ft3">i.</SPAN><SPAN class="ft15">The locations of all devices used in restricting the gaming operation of mobile communication devices to intended gaming areas;</SPAN></P>
<P class="p40 ft0"><SPAN class="ft3">ii.</SPAN><SPAN class="ft17">The locations of all terminals used to reconcile gaming activities in case of mobile device failure or game disputes; and</SPAN></P>
<P class="p41 ft0"><SPAN class="ft3">iii.</SPAN><SPAN class="ft18">The locations within wireless coverage that are not publicly accessible; i.e., employee corridors, kitchens, etc.</SPAN></P>
<P class="p42 ft0"><SPAN class="ft3">b.</SPAN><SPAN class="ft13">A description of protections or security measures that will be taken to provide appropriate oversight of </SPAN><NOBR>non-traditional</NOBR> gaming areas such as pools, restaurants, and retail areas, as well as areas that are not publicly accessible.</P>
<P class="p43 ft0"><SPAN class="ft0">c.</SPAN><SPAN class="ft19">A copy of the contract or agreement between the operator of the mobile gaming system and licensed gaming establishment that identifies which portions of the mobile gaming system will be operated by each party if the licensed gaming establishment is not the sole operator of the mobile gaming system.</SPAN></P>
<P class="p44 ft0"><SPAN class="ft3">d.</SPAN><SPAN class="ft11">A wireless heat map or site survey that illustrates wireless signal strength and coverage on the gaming floor.</SPAN></P>
<P class="p45 ft21"><SPAN class="ft3">e.</SPAN><SPAN class="ft20">Copies of all information intended to inform patrons about mobile gaming operation such as gaming area maps, rules of operation, and how to operate mobile devices.</SPAN></P>
<P class="p46 ft0"><SPAN class="ft3">f.</SPAN><SPAN class="ft22">A description and a copy of all forms used as part of the user registration process.</SPAN></P>
<P class="p47 ft5">*NOTE: System Based, System Supported, and Mobile Gaming Device submission requirements are typically dependant on the environment that they are installed. This information should be submitted as it pertains to the field trial location. Submission of these materials to the Lab is not required at the time of initial submission, but must be submitted to the lab no later than 30 days prior to the start of the New Gaming Device field trial.</P>
<P class="p48 ft0">Page 6 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p12 ft4">Software Build Environment</P>
<P class="p49 ft0">The manufacturer of the submitted gaming device must be able to provide all hardware and software necessary to reproduce programming and executable software. This is to ensure that the software source code analyzed by the Lab’s engineers actually compiles into the same version of executable software submitted by the manufacturer.</P>
<P class="p47 ft9">All submitted hardware such as computers and laptops must be completely wiped, meaning that no software, including an operating system is loaded on the hard drives machine. Documentation that describes how to install the operating system, compiler, libraries, or any other software component required to rebuild the software source code must be submitted to the Lab upon submission of the new gaming device. Typically build processes involve multiple steps and can be quite complex, in which case an engineer may contact the submitting manufacturer to assist in the installation and build process.</P>
<P class="p50 ft5">Software and firmware that is not developed by the submitting manufacturer and is purchased as an off the shelf product will not need to be recompiled. If any changes or additions are made to off the shelf products to assist in the operation of the gaming device, the changes will need to be clearly documented and submitted to the Lab, as well as a method that will allow the Lab to verify the changes made to the off the shelf product.</P>
<P class="p51 ft5">There may be specialized software utilities that allow the Lab to perform functions not available in the production version of the software. These utilities may have capabilities such as forcing game outcome, viewing random number generator output, viewing/altering memory locations, crediting the machine, etc. Copies of the latest version of these utilities must be made available to the Lab along with documentation that describes how to install and use them.</P>
<P class="p52 ft5">If the source code or data requires encryption as a part of the build process, please identify the type(s) of encryption used. If the keys used are intended to be privately held or are unobtainable due to the nature of the key generation mechanism, submission of the key will not be required but a method to reproduce the final image must be provided by the submitting manufacturer.</P>
<P class="p53 ft0">Page 7 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p54 ft4">Frequently Asked Questions</P>
<P class="p55 ft23">How many machines does the lab need to test?</P>
<P class="p56 ft5">The Lab will normally request two complete gaming devices to be submitted to the Lab. For networked and community based gaming devices, the Lab may require more client stations.</P>
<P class="p57 ft23">How much will my submission cost?</P>
<P class="p58 ft5">This is typically dependant on the complexity of the device as well as the amount of time it takes to complete testing. Products that have minimal issues usually cost less than products that are found to have multiple issues requiring retesting. The average cost of a New Gaming Device review averages around $95,000. A more accurate estimate will be provided to the manufacturer within the first 30 days of reviewing the product submission.</P>
<P class="p17 ft23">How do I check on the status on my submission?</P>
<P class="p59 ft5">Within the first 30 days of the Lab receiving a New Gaming Device submission, the manufacturer will be contacted to setup a kickoff meeting at the Lab to discuss the submission. Discussion during the kickoff meeting will include an overview of the project plan, estimated milestone dates, the points of contact for communication with the lab, and anticipated cost of the project.</P>
<P class="p60 ft23">When can I make corrections to my software/hardware?</P>
<P class="p61 ft5">After the Lab has reviewed the submission, the manufacturer will receive a formal list of issues that need to be addressed. Upon receiving an issues list, the manufacturer is expected to provide the Lab with a proposed resolution to all issues on the list. These proposed resolutions will be reviewed by the Lab to ensure regulatory compliance and the manufacturer will be notified when and how to proceed with the proposed fixes. It is highly discouraged to provide the Lab with product changes during the testing of the device without prior discussion and consent of the Lab.</P>
<P class="p17 ft23">How many machines do I need to have for the field trial?</P>
<P class="p62 ft6">The Lab recommends that manufacturers acquire space to field trial <NOBR>16-20</NOBR> gaming devices at the field trial location(s). Trials can be conducted at multiple locations. If multiple locations are used it is suggested that the locations selected utilize different Cashless Wagering Systems. Please note that for gaming devices that communicate to an external Cashless Wagering System, the manufacturer will need to have prior Board approval to use their gaming device with the Cashless Wagering System.</P>
<P class="p17 ft23">How long is the field trial?</P>
<P class="p63 ft5">There is no minimum length of time that the gaming device needs to be on field trial. However, the Lab typically needs to observe at least <NOBR>30-60</NOBR> days of stable operation and be able to collect enough data to comfortably recommend final approval to the Board. Per Regulation 14.080, the maximum length of the field trial will be no more than 180 days.</P>
<P class="p64 ft0">Page 8 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p65 ft23">How long will it take for my submission to be approved?</P>
<P class="p66 ft5">Approval time for a new gaming device typically depends on the following factors: complexity of the device, technology used in the device, completeness and thoroughness of the submission materials, manufacturer response time when addressing questions or issues, product stability during the testing process, and operation of the devices during the field trial. The process typically takes anywhere from 6- 12 months depending on these factors. After initial review of the product, the Lab will provide more accurate estimates on approval time during the kickoff meeting.</P>
<P class="p17 ft23">How many game themes can I submit to the lab?</P>
<P class="p67 ft5">The lab recommends no more than <NOBR>1-2</NOBR> game themes during the initial submission of the device in order to minimize the amount of testing required prior to field trial. Submission of additional game themes is not advised, but may be accepted with the understanding that submission of these themes may delays the project and final approval of the device.</P>
<P class="p60 ft23">After the field trial, what do I need to do?</P>
<P class="p68 ft5">Once the lab is satisfied with the operation of the device in the field, they will make a recommendation for approval to the Board. The Board will schedule a review of the device at the next available public Board meeting held either in the Carson City or Las Vegas offices. A representative from the manufacturer will be required to attend the meeting to answer any questions the Board may have. If the Board recommends final approval of the device to the Nevada Gaming Commission (NGC), a subsequent public meeting will be held by the NGC where additional questions may be asked, and final approval of the device may be granted.</P>
<P class="p69 ft23">Once my device is approved, when can I start selling my product to my customers?</P>
<P class="p70 ft5">Upon final approval of the gaming device, the manufacturer will receive written notification of the approval. At this point, the manufacturer can sell their product for use at licensed gaming establishments. Please note that for gaming devices that communicate to an external Cashless Wagering System, the manufacturer will need to have prior Board approval to use their gaming device with the Cashless Wagering System.</P>
<P class="p71 ft0">Page 9 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p12 ft4">Compliance Report Outline and Guidelines</P>
<P class="p72 ft24">Device Description:</P>
<P class="p73 ft5">Describe the new gaming device in sufficient detail for a Lab person to understand. What type of hardware/software does the device run on? What type of operating system is used? What is the intended use of the device (slot machine, digital card game, community based game, server based gaming, etc)?</P>
<P class="p74 ft5">Include the sequence of events for game play, <NOBR>coin-in</NOBR> limits, denomination, credit usage, and describe the universe of total events the game is based upon (52 cards, four 64 stop reel strips, etc.). Is the winning payout based upon the concept of coin multiplier, <NOBR>buy-a-pay,</NOBR> multiple line, or some other system? If the element of player skill is involved, can its effect on the game payback percentage be calculated or estimated?</P>
<P class="p57 ft24">Unique Characteristics:</P>
<P class="p75 ft5">Describe any unique or unusual characteristics of this device. How is this device different in physical design or in its manner of play from previously approved gaming device? Does this device use physical skill or dexterity in any way? Does the device contain a common payoff schedule or require community participation in order to achieve its theoretical payback percentage?</P>
<P class="p57 ft24">Technical Standards and Regulation 14:</P>
<P class="p76 ft25">Include a complete description of how the device meets each of the Technical Standards for Gaming Devices and Regulation 14;</P>
<P class="p2 ft24">Technical Standard [1.020] Electrical Interface Immunity</P>
<P class="p77 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.020(1) – The device must exhibit immunity to human body electrostatic discharges (ESD) on all </SPAN><NOBR>player-exposed</NOBR> areas. The lab conducts this test by applying 20,000 volts DC to all player exposed surfaces at one second intervals using air discharge. The gaming device must not be affected in any way. Examples of ESD failures include but not limited to: corruption or erasure of memory, resetting the device, failure of components (monitor, top box, peripherals), or altering any display of information to the player. Please provide the lab with a description of the tests performed to ensure ESD immunity of up to 20,000 volts DC and include any specific tools or equipment used during that testing.</P>
<P class="p78 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.020(2) - Devices may exhibit temporary disruption to electrostatic discharges of 20,000 to 27,000 volts DC. The lab conducts this test by applying 27,000 volts DC to all player exposed surfaces at one second intervals using air discharge. The gaming device must be able to recover and complete an interrupted play without loss or corruption of information and without failure to any components. Please provide the lab with a description of the ESD tests performed up to 27,000 volts DC and include any specific tools or equipment used during that testing.</SPAN></P>
<P class="p79 ft0">Page 10 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p80 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.020(3) - Describe the effects of power loss and recovery as well as the effects of voltage spikes and noise on the AC power supply lines.</SPAN></P>
<P class="p81 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.020(4) - Explain how the random number generator (RNG) and the random selection process are impervious to externally generated interference. (ESD, </SPAN><NOBR>electro-magnetic,</NOBR> radio frequency, associated equipment communications).</P>
<P class="p82 ft24">Technical Standard [1.030] Coin Acceptor and Receiver</P>
<P class="p83 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.030(1) – Please list any coin or token acceptors/receivers utilized by the gaming device and provide a technical description of how it detects slugging, stringing, spooning, and other cheating methods.</SPAN></P>
<P class="p84 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.030(2) - What physical devices are used to detect inserted coins (LEDs, switches, etc.)? Upon what basis does the receiver determine the validity of an inserted coin (size, weight, thickness, metallic content, etc.)?</SPAN></P>
<P class="p85 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Describe the error codes and device response to </SPAN><NOBR>COIN-IN</NOBR> JAM, INAPPROPRIATE <NOBR>COIN-IN,</NOBR> and REVERSE DIRECTION <NOBR>COIN-IN</NOBR> errors.</P>
<P class="p82 ft24">Technical Standard [1.035] Change voucher or coupons</P>
<P class="p86 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.035(1) - Is the device or client capable of accepting vouchers less in amount than its smallest accounting or base denomination?</SPAN></P>
<P class="p87 ft0"><SPAN class="ft28">o </SPAN>(a) If not, does the gaming device immediately reject the voucher?</P>
<P class="p88 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) If so, does the device allow for the additional accumulation of wagering credits on an odd cents meter?</SPAN></P>
<P class="p89 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.035(2) - Is the device or client capable of accepting vouchers greater in amount than the smallest denomination and not evenly divisible by any of the gaming device’s denominations?</SPAN></P>
<P class="p90 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">(a) If so, is a change voucher or coupon issued immediately?</SPAN></P>
<P class="p91 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) Does the device allow for the additional accumulation of wagering credits on an odd cents meter?</SPAN></P>
<P class="p92 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(c) Does the device immediately reject the voucher if the gaming device does not have a printer or if the printer is not functioning for any reason?</SPAN></P>
<P class="p93 ft24">Technical Standard [1.040] Hopper</P>
<P class="p94 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Describe how the device detects </SPAN><NOBR>coins-out</NOBR> (LEDs, switches, etc). Please describe in detail any and all mechanisms used in that device to prevent cheating and circumvention of <NOBR>coin-out</NOBR> detection.</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p96 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">List all error codes and describe how the device responds to </SPAN><NOBR>COIN-OUT</NOBR> JAM, EXTRA COINS PAID OUT, HOPPER RUNAWAY and HOPPER EMPTY conditions.</P>
<P class="p97 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Describe the hopper payout limits.</SPAN></P>
<P class="p98 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Describe methods available to determine if the hopper is full, and what mechanisms are used to activate the drop diverter (weight switch, coin level sensor, etc.)</SPAN></P>
<P class="p82 ft24">Technical Standard [1.045] Printers</P>
<P class="p99 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">If the device utilizes a wagering instrument printer, please provide the make and model of the printer as well as the communications protocol used to communicate to the gaming device.</SPAN></P>
<P class="p100 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.045(1) - Please describe all available conditions that the printer is able to detect, and how the printer detects those conditions. In addition, please provide a description of how each of those conditions is displayed on the gaming device (soft tilt, hard tilt, candle activation, etc). Please note that at a minimum, the printing device must be able to detect paper low, paper out, presentation error, printer failure, and paper jam conditions.</SPAN></P>
<P class="p101 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.045(2) – Please describe where the printer is located within the gaming device, and all lockable areas used to restrict access to the printer.</SPAN></P>
<P class="p93 ft24">Technical Standard [1.050] Physical Security</P>
<P class="p102 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.050(1) - Describe any and all methods used in the device to prevent and identify illegal entry to the device. At a minimum, this description should include the following information:</SPAN></P>
<P class="p103 ft32"><SPAN class="ft31">o </SPAN>How evidence of entry is retained and under what conditions can this evidence be cleared. <SPAN class="ft31">o </SPAN>A listing of all circuit boards that contain control programs or program storage media.</P>
<P class="p104 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">A description of the covers used to protect these circuit boards and whether or not operators will be able to install locking mechanisms on these covers.</SPAN></P>
<P class="p105 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">A listing of all error messages and device response to all security events such as DOOR OPENING, DOOR CLOSING, DROP DOOR OPEN, LOGIC DOOR OPEN, etc.</SPAN></P>
<P class="p106 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.050(2) - For system supported games, describe the area that the servers or system components are intended to be installed and administered from. Describe how this area limits access to the server or system components to authorized personnel.</SPAN></P>
<P class="p107 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Describe the client portions of the system. Are they conventional gaming devices? How are they secured physically such that they comply with Technical Standard 1.050(1)?</SPAN></P>
<P class="p108 ft34"><SPAN class="ft28">o</SPAN><SPAN class="ft33">(b) Describe how the system supported game records all logical access to the system components that comprise the system supported game. System components include all servers, networking equipment, and security equipment used in operation of the system</SPAN></P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p110 ft25">based or system supported game. If this information is recorded on a logging device, please describe how the logging device operates, the personnel intended to operate the logging device, and where the device will reside.</P>
<P class="p111 ft5">Describe the information recorded in the access logs including time, date and the identity of the individual accessing the secure area? How does the logger guarantee that recorded transactions are kept for 90 days?</P>
<P class="p112 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.050(3) - For system based games, describe the area that the servers or system components are intended to be installed and administered from. Describe how this area limits access to the server or system components to authorized personnel. Please include a description of the surveillance methods used to monitor operation of the system based game, the areas covered under surveillance, and the retention period for surveillance video.</SPAN></P>
<P class="p113 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Describe the client portions of the system. Are they conventional gaming devices? How are they secured physically such that they comply with Technical Standard 1.050(1)?</SPAN></P>
<P class="p114 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) Describe how the system based game records all logical access to the system components that comprise the system based game. System components include all servers, networking equipment, and security equipment used in operation of the system based or system supported game. If this information is recorded on a logging device, please describe how the logging device operates, the personnel intended to operate the logging device, and where the device will reside.</SPAN></P>
<P class="p115 ft5">Describe the information recorded in the access logs including time, date and the identity of the individual accessing the secure area? How does the logger guarantee that recorded transactions are kept for 90 days?</P>
<P class="p116 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">For system supported mobile gaming clients:</SPAN></P>
<P class="p117 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">How does the client actively monitor physical entry into the device and report entry to the system portion of the device?</SPAN></P>
<P class="p118 ft6"><SPAN class="ft28">o</SPAN><SPAN class="ft35">How does the client retain physical evidence of entry into the device? Is this accomplished through the use of seals or locks? How does the client render itself unusable for gaming transactions until properly cleared by authorized personnel once entry has been detected?</SPAN></P>
<P class="p119 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">For system based mobile gaming clients how does the mobile gaming device retain evidence of illegal entry?</SPAN></P>
<P class="p93 ft24">Technical Standard [1.060] Communication with Associated Equipment</P>
<P class="p120 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.060(1) - Describe all communications between the game and outside equipment (progressive controller, data gathering system, cashless wagering system, </SPAN><NOBR>on-line</NOBR> slot metering system, etc.).</P>
<P class="p79 ft0">Page 13 of 34</P>
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<P class="p121 ft0">New Gaming Device Submission Package</P>
<P class="p122 ft25">Explain why erroneous data or signals from associated equipment can not adversely affect the operation of the gaming device. Please include a copy of the protocol documentation.</P>
<P class="p123 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.060(2) - Identify all jackpot signals that are sent to progressive jackpot controllers. Describe how they go through a combination of at least 8 time and magnitude logic changes to indicate that a legitimate jackpot has been hit by the gaming device.</SPAN></P>
<P class="p124 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.060(3) – For system based or system supported gaming devices capable of communicating with other external equipment or programs, describe the means by which this communication is made and the communication interface used. Please include the following additional information about the communication interface:</SPAN></P>
<P class="p125 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Supported protocols and/or interfaces used to facilitate the communication. Describe how they prohibit the external connection from direct access to the internal components, software or data of the system based or system supported gaming device.</SPAN></P>
<P class="p126 ft6"><SPAN class="ft28">o</SPAN><SPAN class="ft35">(b) The area where data is placed and made available for external requests. Describe how this area is sufficiently segregated from the system based or system supported software.</SPAN></P>
<P class="p127 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(c) How the device is capable of preventing the external requests of the system from adversely affecting the system based or system supported game operation.</SPAN></P>
<P class="p128 ft36">Technical Standard [1.062] Communication between Client or Conventional Gaming Device and Servers or System Portions of a Gaming Device</P>
<P class="p129 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.062(1) - Describe the method used to securely link clients to the server and describe how this method will eliminate the possibility of </SPAN><NOBR>non-authorized</NOBR> clients from receiving software downloads.</P>
<P class="p130 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.062(2) - Describe the encryption method used when communicating player input, game outcome, financial transactions, and game recall between the client and the server.</SPAN></P>
<P class="p131 ft24">Technical Standard [1.066] Remote access to gaming devices</P>
<P class="p132 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(1) – List all portions of the system based or system supported gaming device that have the ability to be logically accessed remotely. Describe which devices are allowed or not allowed remote access and how that remote access is enabled or disabled on the system. Include how remote access is intended to be used, and where remote connections will be established (ie internal or external to the gaming network).</SPAN></P>
<P class="p133 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft37">1.066(2) – Please list any firewalls or network appliances used control and administer remote access to the network or to individual components on the network. In addition, include a description of how those firewalls are configured.</SPAN></P>
<P class="p134 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(3) - Describe how remote access is secured such that only authorized users may be given the ability to remotely access the system.</SPAN></P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p136 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(4) - Describe how the system allows for severing of remote access connections. Also describe how severed remote access connections are reestablished between the system and any requesting clients. Does the device have the ability to automatically sever remote access connections to clients when not actively communicating?</SPAN></P>
<P class="p137 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(5) – Describe how the system records remote accesses to the system or any component on the system based or system supported game. Also include whether or not any additional logging devices are used to record this information for regulatory use. Describe what information is stored on these records/logs.</SPAN></P>
<P class="p138 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(6) – Describe how the system monitors any remote logging devices and how the system detects when the logging device is not operational. Describe how the system disables remote access when the logging device is detected to be </SPAN><NOBR>non-operational.</NOBR></P>
<P class="p139 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.066(7) – For system based and system supported games that download software to be used on a conventional gaming device or client, describe where the software is stored and how that area is protected against adversely affecting the operation of the conventional gaming device or client.</SPAN></P>
<P class="p112 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.066(8) - For system based and system supported games that download software to be used on a conventional gaming device or client, describe how the software is authenticated prior to performing any operation on the software (ie decrypting, extracting, or decompressing).</SPAN></P>
<P class="p93 ft24">Technical Standard [1.070] Error Conditions</P>
<P class="p140 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.070(1) - Describe the error code and the response of the device to each of the following error types. These conditions may be automatically cleared by the gaming device upon completion of a new game sequence.</SPAN></P>
<P class="p87 ft0"><SPAN class="ft28">o </SPAN>(a) Power Reset</P>
<P class="p141 ft0"><SPAN class="ft28">o </SPAN>(b) Door Open</P>
<P class="p141 ft0"><SPAN class="ft28">o </SPAN>(c) Door Just Closed</P>
<P class="p142 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">(d) Inappropriate </SPAN><NOBR>Coin-In</NOBR></P>
<P class="p143 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.070(2) - Describe the error code and the response of the device to each of the following error types. These conditions must disable game play and must be cleared by an attendant.</SPAN></P>
<P class="p90 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">(a) </SPAN><NOBR>Coin-In</NOBR> Error (Coin jam, reverse <NOBR>coin-in,</NOBR> etc.)</P>
<P class="p141 ft0"><SPAN class="ft28">o </SPAN>(b) <NOBR>Coin-out</NOBR> error (Coin jam, extra coin paid out, etc.)</P>
<P class="p144 ft39"><SPAN class="ft38">o </SPAN>(c) Hopper empty or timed out (Hopper failed to make payment) <SPAN class="ft38">o </SPAN>(d) Hopper runaway</P>
<P class="p145 ft0">Page 15 of 34</P>
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<P class="p121 ft0">New Gaming Device Submission Package</P>
<P class="p146 ft0"><SPAN class="ft28">o </SPAN>(e) Low RAM Battery</P>
<P class="p147 ft0"><SPAN class="ft28">o </SPAN>(f) Print Failure</P>
<P class="p148 ft39"><SPAN class="ft38">o </SPAN>(g) Printer mechanism paper jam <SPAN class="ft38">o </SPAN>(h) Printer mechanism paper out</P>
<P class="p149 ft41"><SPAN class="ft40">o </SPAN>(i) Program error (Defective program storage media) <SPAN class="ft40">o </SPAN>(j) Reel Spin error of any type</P>
<P class="p150 ft0"><SPAN class="ft28">o </SPAN>(k) Removal of control program storage media</P>
<P class="p151 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">(l) Uncorrectable RAM error (defective of corrupted RAM)</SPAN></P>
<P class="p152 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.070(3) - Describe the error code and the response of the device to each of the following error types. These conditions must be cleared by an attendant however game play may continue if an alternative method is available to complete the transaction or the condition does not prohibit the transaction from being completed.</SPAN></P>
<P class="p153 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">(a) Hopper empty or timed out (Hopper failed to make payment)</SPAN></P>
<P class="p147 ft0"><SPAN class="ft28">o </SPAN>(b) Printer mechanism low paper</P>
<P class="p147 ft0"><SPAN class="ft28">o </SPAN>(c) Presentation error</P>
<P class="p154 ft0"><SPAN class="ft28">o </SPAN>(d) Print failure</P>
<P class="p147 ft0"><SPAN class="ft28">o </SPAN>(e) Printer mechanism paper out</P>
<P class="p155 ft5">List and describe all other types of errors that are detected and displayed by the device. Please include the steps required to reset each of the errors and whether or not attendant intervention is required. Describe any data losses or changes due to an error reset.</P>
<P class="p133 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.070(4) - Include a copy of the device error codes that are to be affixed inside the gaming device. Describe attendant activated external game controls (key switch, door switch, etc.) and identify their functions. This is only required if error codes are not </SPAN><NOBR>self-explanatory.</NOBR></P>
<P class="p156 ft25">List attendant activated internal game controls (switches, push buttons, etc.) and identify their functions.</P>
<P class="p157 ft24">Technical Standard [1.080] Control Program Requirements</P>
<P class="p158 ft25">This standard applies to standalone conventional gaming devices and conventional gaming devices and clients that operate in conjunction with a system based or system supported gaming device.</P>
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<P class="p160 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(1) - Identify all conventional (EPROM) memory devices by label, size, type, board location, and hex address range as seen by the processor. Identify how each of these conventional memory devices is rendered unalterable while in circuit. Please provide a memory map that identifies address space for control programs, critical data, and unused space. Describe the boot process using a block diagram and identify any authentication process being performed as well as the portion that controls the device during each stage of the boot process.</SPAN></P>
<P class="p161 ft5">Fully describe the method used by the device to verify the control programs and data resident on all conventional ROM devices. Identify the game states or specific times during game play when they are invoked. If a failure of this verification occurs, please describe in detail how the device behaves and what notifications or error messages are displayed.</P>
<P class="p162 ft5">Include a copy of the source code of the routine that checks the control program for corruption. If these control programs are loaded into and operate out of RAM does the program that loads the RAM reside on and operate from a conventional ROM device?</P>
<P class="p163 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(2) - Identify all </SPAN><NOBR>non-conventional</NOBR> <NOBR>(CD-ROM,</NOBR> Hard drive, compact flash, SD, etc.) memory devices by size, type, and location. If applicable, please provide a memory map that identifies address space for control programs, critical data, and unused space.</P>
<P class="p114 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) For control programs stored on media other than a conventional ROM device, describe the method used to authenticate the contents of the media prior to loading and executing any programs stored on the media. If a failure of this authentication occurs, please describe in detail how the device behaves and what notifications or error messages are displayed. Does the program that loads RAM from this media reside on and operate from a conventional ROM device?</SPAN></P>
<P class="p164 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) Describe the mechanism used to test unused or unallocated areas of any alterable storage media for unintended programs or data and what occurs if unexpected data or programs exist.</SPAN></P>
<P class="p165 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(c) Describe the mechanism for keeping a record anytime a control program component is added, removed, or altered on any alterable storage media. Please describe what information is displayed in each record such as time and date, affected component, reason for modification, and any pertinent validation information. The record must contain a minimum of the last 10 transactions.</SPAN></P>
<P class="p166 ft6"><SPAN class="ft28">o</SPAN><SPAN class="ft35">(d) Describe the mechanism for validating all program components which reside on non conventional media on demand via a communication port and protocol. Include what specific files or data regions are validated, any algorithms used in validation, how long it takes to perform a validation, and when the validation is actually performed. Please also indicate where the mechanism for extracting the authentication information resides. Include a copy of the protocol documentation used in this process.</SPAN></P>
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<P class="p168 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(3) - Identify all volatile RAM devices by size, type, board location and hex address range as seen by the microprocessor. Please describe how volatile memory is managed by the device and whether memory is mapped statically or dynamically. If an operating system is responsible for managing memory, please indicate the type of operating system, software version, and any specific integrity checks the operating system utilizes to identify if memory is corrupted.</SPAN></P>
<P class="p169 ft5">If control programs are executed from volatile RAM, describe the method that is used to verify that these programs are authentic copies of the programs loaded from either the conventional ROM device or media. How often does this authentication occur?</P>
<P class="p170 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(4) – Does the device allow for the adding, removing or alteration of any control program components through a data communication facility? If so,</SPAN></P>
<P class="p171 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Describe how the add/remove/alter process occurs and how the device prevents any changes from taking place during a game in progress or a game session.</SPAN></P>
<P class="p172 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) Describe how the device stores program changes including changes in graphics and sound.</SPAN></P>
<P class="p173 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(5) - Are all unused portions of conventional ROM devices which contain control programs set to zero?</SPAN></P>
<P class="p174 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.080(6) - Identify all </SPAN><NOBR>Non-Volatile</NOBR> RAM memory by size, type, board location and hex address range as seen by the microprocessor. Describe the circuitry and components used to maintain the non- volatile RAM (batteries, EEPROM, etc.).</P>
<P class="p175 ft5">Describe in detail the method used to check for corruption of information stored in <NOBR>non-volatile</NOBR> RAM that relates to play and final outcome of PRIOR GAME OUTCOMES, RANDOM NUMBER GENERATOR OUTCOME, CREDITS AVAILABLE FOR PLAY, ERROR STATES AND JACKPOT STATES. Identify the game state or specific time during game play when the RAM integrity test is invoked. Include a copy of the source code of the routine that checks the game for corruption. What is the response of the gaming device when RAM corruption is detected?</P>
<P class="p176 ft25">Identify all CPU's by type, usage, clock frequency, and board location. If any ROM memory is contained in a CPU chip, describe its address range and its function.</P>
<P class="p177 ft25">Identify all programmable logic devices and include what they are used for and how they are programmed.</P>
<P class="p178 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.080(7) - Describe how the device retains information pertaining to game history. The present game and nine prior games must be available for recall, showing all critical game information and how it relates to the game that was played. Sufficient information should be stored to resolve any uncertainty in patron disputes over how the present and past specific games are actually played and the end results of game play. This information should include what wagers were placed, what cards were dealt, what was held, how many credits existed, what payments were made, what is owed,</SPAN></P>
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<P class="p180 ft42">what were the winning combinations, etc. Games with a variable number of intermediate steps per game may satisfy this requirement by providing the capability to display the last 50 play steps.</P>
<P class="p181 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Note: In accordance with this standard, 10 games (nine prior and the most recent) must be stored in memory. In games where “free games” are awarded as the result of a qualifying alignment, the “free games” are regarded as intermediate play steps of the game that initially awarded the free games. As such, the initiating game and the last 50 free games awarded must be stored in game memory. For games that award additional “free games” during free game play, the subsequent “free game” initiating games need not be stored unless they are contained in the last 50 free games played. 1.080(8) - Does the gaming device have the capacity to display a complete transaction history for the most recent 35 transactions with a cashless wagering system? Where is this information stored?</SPAN></P>
<P class="p182 ft36">Technical Standard [1.084] Control Program Requirements for System Supported Games</P>
<P class="p183 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(1) – Describe what types of clients will be connected to the system supported game. Does the system supported game allow clients from other manufacturers?</SPAN></P>
<P class="p184 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(2) - Describe the method of authentication of all control programs contained on the server or system portion of the device. Include what specific files or data is authenticated on the device. Describe how the device performs this authentication automatically at least once every 24 hours or on demand.</SPAN></P>
<P class="p185 ft6">Describe how the device responds when unauthentic software is detected on the system and how the operator is notified of this invalid software. Include any reports or logs that are available to the operator to identify and view details of a performed authentication. Describe where the authentication mechanism is located on the system, and how that area is rendered <NOBR>non-alterable.</NOBR></P>
<P class="p186 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(3) - Describe how the device allows for a secondary verification method based on a user input of at least 32 bits. Include how this secondary verification method is initiated and any secured interfaces or connections used. Does the system allow for software verification of both system components and clients?</SPAN></P>
<P class="p187 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(4) – Describe how system administrator level access is achieved. Does the system support split passwords or dual keys? Please describe any internal controls used to ensure two individuals are required to gain system administrator level access to the system.</SPAN></P>
<P class="p84 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.084(5) – Describe how the system logs events related to software changes or upgrades on the server portions of the device. Include what information is contained on the log entries such as time/date, components or files affected, user that performed the change, reason for modification, and any pertinent validation information. Describe where this log is stored, how the log is accessed by users of the system, and how long the logged information is retained for (is this retention period configurable?). Does the device utilize a remote logging device that is not accessible to individuals</SPAN></P>
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<P class="p189 ft42">that perform changes on the server portions of the system? If not, how is the logged information rendered unalterable such that any tampering of the logged information is prevented or detected?</P>
<P class="p190 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(6) – List all devices/servers that are responsible for logging events when a software change is performed on a client or conventional gaming device connected to the system supported game. Include what information is contained on the log entries such as time/date, components or files affected, user that performed the change, reason for modification, and any pertinent validation information. Describe where the log is stored for each component that records this information, how the log is accessed, and how long the logged information is retained for (is this retention period configurable?). For conventional gaming devices that support software downloads, please describe how many records are stored on the gaming device itself.</SPAN></P>
<P class="p191 ft34"><SPAN class="ft26">•</SPAN><SPAN class="ft43">1.084(7) – If the system supported game allows software downloads to conventional gaming devices or clients, please describe how the conventional gaming devices or clients ensure that software downloads are completed successfully, and that the downloaded software is an authentic version.</SPAN></P>
<P class="p192 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.084(8) – If the system supported game allows software downloads to conventional gaming devices or clients please describe how the server or system portions validate the software download to the conventional gaming device or client. Does the system support a command that causes a conventional gaming device or client to validate the software downloaded to it? If the conventional gaming device or client detects invalid software, how does it respond? Are any signals or messages sent back to the system to notify the operator of an invalid software verification?</SPAN></P>
<P class="p193 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(9) – When a change is made to the system or conventional gaming device software while the conventional gaming device or client is being played, describe how that device prevents the changes from affecting current gameplay and operating parameters.</SPAN></P>
<P class="p133 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(10) - For system supported games that download software to be used on a conventional gaming device or client, describe how the software is authenticated prior to performing any operation on the software (ie decrypting, extracting, or decompressing). How does the conventional gaming device or client determine when active software may be changed?</SPAN></P>
<P class="p194 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(11) – Describe what secure interface ports are available on the system portion of the device that allow for the authentication and validation of software residing on the system.</SPAN></P>
<P class="p195 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.084(12) – Describe where game history is stored for each conventional gaming device or client connected to the system. Is the game history accessible through the conventional gaming device or client attendant menu? Please include what information is stored in game history and how many games can be stored in game history. For conventional gaming devices or clients that support removal of game themes, describe how the gaming device functions when a game theme is removed and the gaming device contains a game history event for that theme.</SPAN></P>
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<P class="p197 ft36">Technical Standard [1.086] Control Program Requirements for System Based Games</P>
<P class="p198 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(1) – Describe what types of clients will be connected to the system based game. Are the clients conventional gaming devices or thin clients? Does the system based game allow clients from other manufacturers?</SPAN></P>
<P class="p199 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(2) - Describe the method of authentication of all control programs contained on the server or system portion of the device. Include what specific files or data is authenticated on the device. Describe how the device performs this authentication automatically at least once every 24 hours or on demand. Describe how the device responds when unauthentic software is detected on the system and how the operator is notified of this invalid software. Include any reports or logs that are available to the operator to identify and view details of a performed authentication. Describe where the authentication mechanism is located on the system, and how that area is rendered non- alterable.</SPAN></P>
<P class="p186 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(3) - Describe how the device allows for a secondary verification method based on a user input of at least 32 bits. Include how this secondary verification method is initiated and any secured interfaces or connections used. Does the system allow for software verification of both system components and clients?</SPAN></P>
<P class="p187 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(4) – Describe how system administrator level access is achieved. Does the system support split passwords or dual keys? Please describe any internal controls used to ensure two individuals are required to gain system administrator level access to the system.</SPAN></P>
<P class="p200 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.086(5) – Describe how the system logs events related to software changes or upgrades on the server portions of the device. Include what information is contained on the log entries such as time/date, components or files affected, user that performed the change, reason for modification, and any pertinent validation information. Describe where this log is stored, how the log is accessed by users of the system, and how long the logged information is retained for (is this retention period configurable?). Does the device utilize a remote logging device that is not accessible to individuals that perform changes on the server portions of the system? If not, how is the logged information rendered unalterable such that any tampering of the logged information is prevented or detected?</SPAN></P>
<P class="p201 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(6) - List all devices/servers that are responsible for logging events when a software change is performed on a client or conventional gaming device connected to the system based game. Include what information is contained on the log entries such as time/date, components or files affected, user that performed the change, reason for modification, and any pertinent validation information. Describe where the log is stored for each component that records this information, how the log is accessed, and how long the logged information is retained for (is this retention period configurable?). For conventional gaming devices that support software downloads, please describe how many records are stored on the gaming device itself.</SPAN></P>
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<P class="p202 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.086(7) – If the system based game allows software downloads to conventional gaming devices or clients please describe how the conventional gaming devices or clients ensure that software downloads are completed successfully, and that the downloaded software is an authentic version.</SPAN></P>
<P class="p199 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">1.086(8) – If the system based game allows software downloads to conventional gaming devices or clients please describe how the server or system portions validate the software download to the conventional gaming device or client. Does the system support a command that causes a conventional gaming device or client to validate the software downloaded to it? If the conventional gaming device or client detects invalid software, how does it respond? Are any signals or messages sent back to the system to notify the operator of an invalid software verification?</SPAN></P>
<P class="p203 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(9) – Describe where game history is stored for each conventional gaming device or client connected to the system. Describe where game history can be accessed from both the server portion of the device or on any of the connected clients. Please include what information is stored in game history and how many games can be stored in game history. For conventional gaming devices or clients that support removal of game themes, describe how the gaming device functions when a game theme is removed and the gaming device contains a game history event for that theme.</SPAN></P>
<P class="p204 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(10) – Describe where transaction history for cashless wagering systems are stored on the system based game. Describe where this transaction history can be accessed from both the server portion of the device or on any of the connected clients. Please include what information is stored in the transaction history and how many records can be stored.</SPAN></P>
<P class="p205 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(11) - When a change is made to the system or conventional gaming device software while the conventional gaming device or client is being played, describe how that device prevents the changes from affecting current game play and operating parameters.</SPAN></P>
<P class="p206 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(12) - For system supported games that download software to be used on a conventional gaming device or client, describe how the software is authenticated immediately after the download is complete. If a failure of this authentication occurs, please describe how the game responds as well as how the system is notified. How does the conventional gaming device or client determine when active software may be changed?</SPAN></P>
<P class="p19 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.086(13) – Describe what secure interface ports are available on the system portion of the device that allow for the authentication and validation of software residing on the system.</SPAN></P>
<P class="p82 ft24">Technical Standard [1.090] Bonus or Extended Game Features</P>
<P class="p207 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">Describe any submitted gaming device theme(s) which include a bonus or extended game feature. Include in the description how the feature complies with this standard. </SPAN><NOBR>Auto-initiation</NOBR> of a bonus or extended game is prohibited unless certain conditions have been met. If the player is given a choice between at least two items (i.e., pick door one or door <NOBR>two),–Is</NOBR> the player informed that their choice will be auto initiated? If so, how is the player informed that their choice will be auto initiated as well</P>
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<P class="p209 ft25">as how the player is given the ability to acknowledge that the gaming device will auto initiate their decision through physical interaction with the gaming device.</P>
<P class="p210 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">If the player is given the ability to initiate the bonus or extended feature (i.e. hit spin to start free games) describe any time out periods associated with the feature initiation. Is the time out period operator adjustable?</SPAN></P>
<P class="p211 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">If the bonus or feature is part of a community style feature describe how the player is made aware of any </SPAN><NOBR>auto-initiation</NOBR> play selection or play initiation. Also describe how the game notifies the player of the time remaining prior to auto selection or initiation.</P>
<P class="p82 ft24">Technical Standard [1.100] Reel strips</P>
<P class="p212 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.100(1) - Given a physical reel strip of length L units containing N physical stops, does each blank space occupy a minimum of (L/N)*0.4 units? Are these blank symbols completely free of any portion of any adjacent symbol?</SPAN></P>
<P class="p213 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.100(2) - If the device has physical reel strips, are all </SPAN><NOBR>non-blank</NOBR> and blank symbols centered in their respective space allocation?</P>
<P class="p214 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">For </SPAN><NOBR>single-line</NOBR> games, jackpot symbols may not appear in their entirety more than 12 times, on average, adjacent to the pay line, for every time they appear on the pay line. Do all submitted games comply with this requirement?</P>
<P class="p215 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">For </SPAN><NOBR>multi-line</NOBR> games, jackpot symbols must not appear in their entirety more than 12 times, on average, not on any pay line, for every time they appear on any pay line. Do all submitted games comply with this requirement?</P>
<P class="p82 ft24">Technical Standard [1.110] Safety</P>
<P class="p216 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.110(1) - What manufacturing standards and practices have been followed to assure that players will not be subjected to electrical, mechanical or fire hazards?</SPAN></P>
<P class="p217 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.110(2) – Describe the power supply used in the gaming device and how leakage current is minimized in the event of intentional or inadvertent disconnection of the AC power ground. How is the device electrically fused or fault protected? How much AC and DC leakage current flows when the AC cord ground wire is disconnected? Please also list and describe any Uninterruptible Power Supplies (UPS) used on the device.</SPAN></P>
<P class="p82 ft24">Technical Standard [1.120] System Based Game Configuration</P>
<P class="p218 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.120(1) - Please identify the maximum number of clients/socket IDs that the system portion can support. In addition, please include how this configuration can be changed if possible. If the device’s intended mode of operation is to support more than 64 clients, please describe how the system responds and operates in the event of a failure of a single part or piece of equipment or in the event of a failure in the system’s automated software validation.</SPAN></P>
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<P class="p220 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.120(2) - If the device’s intended mode of operation is to support more than 64 clients, please describe how the clients on the system respond to a failure of a single part or piece of equipment on the system or a failure in the system’s automated software validation.</SPAN></P>
<P class="p221 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.120(3) – Describe how the system based game ensures proper retention of game recall, cashless wagering activity, game performance, and accounting information in the event of a failure of any single part of piece of equipment.</SPAN></P>
<P class="p222 ft25"><SPAN class="ft26">•</SPAN><SPAN class="ft44">1.120(4) – Describe how clients provide a means to cash out credits in the event of communication loss between the client and server.</SPAN></P>
<P class="p223 ft36">Technical Standard [1.130] Requirements for downloading software to a conventional gaming device or client station from a system supported game</P>
<P class="p224 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.130(1) - When software is downloaded to a device or client and activated, will accounting meter information be destroyed? If so, describe how meter information is communicated to a slot accounting system prior to destruction of that information.</SPAN></P>
<P class="p225 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.030(2) – Describe all error or tilt conditions including door just closed tilts that prevent the addition or removal of software from the device or client.</SPAN></P>
<P class="p226 ft45">Technical Standard [1.135] Requirements for downloading software to a conventional gaming device or client station from a system based game</P>
<P class="p227 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.135(1) - When software is downloaded to a device or client and activated, will accounting meter information be destroyed? If so, describe how meter information is communicated to a slot accounting system prior to destruction of that information.</SPAN></P>
<P class="p225 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.035(2) – Describe all error or tilt conditions including door just closed tilts that prevent the addition or removal of software from the device or client.</SPAN></P>
<P class="p228 ft36">Technical Standard [1.140] Conditions for changing active software on a conventional gaming device or client station that is part of a system supported or system based game.</P>
<P class="p229 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.140(2) - Describe the conditions necessary for changing active software on client stations connected to the system based or system supported game. Include how the system detects and determines that the device or client has been idle with no errors or tilts for four minutes (Refer to Technical Standard 1.070 for all recognized errors and tilts). Is this timeframe adjustable? Describe how the system disables the game for a minimum of 4 minutes prior to making the new active software available. Is this timeframe adjustable? Describe what is displayed to the patron during unplayable/disabled states.</SPAN></P>
<P class="p230 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">1.140(3) - If the system allows for a patron to request a change to the active software, what conditions or errors are checked prior to changing active software?</SPAN></P>
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<P class="p231 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">For gaming devices and client stations that offer a progressive payoff schedule, will a change made to the conventional gaming device or client station result in the violation of Regulation 5.110 or 5.112?</SPAN></P>
<P class="p82 ft24">Technical Standard [2.010] Accounting Requirements</P>
<P class="p232 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">2.010(1) - Describe the methods that can be used to change the device payback percentage (program change, soldered jumpers, software selectable top award values, etc.).</SPAN></P>
<P class="p233 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.010(2) – If the device supports draw poker games with switch selectable or menu selectable top awards, list the available ranges of the payback percentages that can be selected.</SPAN></P>
<P class="p97 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">List and describe all software selectable device options (buttons, keypads, etc.).</SPAN></P>
<P class="p234 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">List and describe hardware selectable device options. What are the differences in theoretical payback percentages for each of the different coin play amounts? Does the device have electronic meters (at least 6 digits) for storing the number of game plays in each category of wager (1 Coin games, 2 Coin Games, etc.) if the difference in theoretical payback percentage is greater than 4% between the min and max coins wagered?</SPAN></P>
<P class="p57 ft24">Technical Standard [2.020] Accounting of Inappropriate <NOBR>Coin-Ins</NOBR></P>
<P class="p235 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Describe how the device handles inappropriate </SPAN><NOBR>coins-in.</NOBR> How does the device return coins or accumulate credit for extra coins in? How are these coins accounted for? Do they increment <NOBR>coin-in</NOBR> or <NOBR>coin-out</NOBR> meters? Describe how the device minimizes inappropriate <NOBR>coins-in.</NOBR></P>
<P class="p82 ft24">Technical Standard [2.030] Accounting of Hopper Payouts</P>
<P class="p236 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">Does the device count coins paid out as the result of an EXTRA COIN PAY or a HOPPER RUNAWAY? How are these coins accounted for in the device metering? Are the counts displayed?</SPAN></P>
<P class="p206 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Describe how the gaming device permits the gaming establishment to comply with published IRS regulations? If the gaming device offers more than one betting opportunity describe how these bets are evaluated relative to the established jackpot lockup limit.</SPAN></P>
<P class="p237 ft36">Technical Standard [2.040] Meters for gaming devices, system supported and system based games</P>
<P class="p238 ft25"><SPAN class="ft26">•</SPAN><SPAN class="ft44">2.040(1) - Does the game have electronic digital storage meters of at least 10 digits for accumulative storage of the following:</SPAN></P>
<P class="p239 ft5"><SPAN class="ft46">o </SPAN><NOBR>Coin-in</NOBR> <SPAN class="ft46">o </SPAN><NOBR>Coin-Out</NOBR></P>
<P class="p240 ft0"><SPAN class="ft28">o </SPAN>Coin Drop</P>
<P class="p240 ft0"><SPAN class="ft28">o </SPAN>Attendant Paid Jackpots</P>
<P class="p241 ft48"><SPAN class="ft47">o </SPAN>Attendant Paid Cancelled Credits <SPAN class="ft47">o </SPAN>Physical Coin in</P>
<P class="p109 ft0">Page 25 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p242 ft0"><SPAN class="ft28">o </SPAN>Physical Coin Out</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Bill in</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN>Voucher in</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Voucher Out</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Electronic Funds Transfer In</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN>Wagering Account Transfer In</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Wagering Account Transfer Out</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN><NOBR>Non-Cashable</NOBR> Electronic Promotion In</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Cashable Electronic Promotion In</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN><NOBR>Non-Cashable</NOBR> Electronic Promotion Out</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN>Cashable Electronic Promotion Out</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Coupon Promotion In</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN>Coupon Promotion Out</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Machine Paid External Bonus Payout</P>
<P class="p244 ft0"><SPAN class="ft28">o </SPAN>Attendant Paid External Bonus Payout</P>
<P class="p243 ft0"><SPAN class="ft28">o </SPAN>Attendant Paid Progressive Payout</P>
<P class="p245 ft0"><SPAN class="ft28">o </SPAN>Machine Paid External Bonus Payout</P>
<P class="p246 ft25">Please include and describe any additional meters maintained by the device. Describe if meters are displayed in dollars and cents or in an accounting denom.</P>
<P class="p247 ft5">Do the <NOBR>COIN-IN</NOBR> meters accumulate all coin and credit transactions that result in wagers? Do the <NOBR>COIN-OUT</NOBR> meters accumulate all coin and credit transactions paid by the gaming device for winnings combinations? Will the in and out meters always correctly reflect the percentage hold of the device regardless of the play methods? Do the DROP meters accumulate all coins that have been diverted to the drop?</P>
<P class="p248 ft5">Describe the steps needed to display all soft meter information? How are the soft meters cleared or reset?</P>
<P class="p249 ft25">What other game performance statistical information is stored? What steps are required to display statistical information? What steps are required to clear statistical information?</P>
<P class="p250 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">2.040(2) – Does the device use a legend to identify meters that do not contain a label?</SPAN></P>
<P class="p251 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.040(3) – Describe how meters are stored in the event of a power loss. How long is this information stored for?</SPAN></P>
<P class="p252 ft25"><SPAN class="ft26">•</SPAN><SPAN class="ft44">2.040(4) – Does the device have electronically stored meters at least 8 digits that records the following:</SPAN></P>
<P class="p253 ft0"><SPAN class="ft28">o </SPAN>Number of games played since Power Reset</P>
<P class="p64 ft0">Page 26 of 34</P>
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<P class="p242 ft0"><SPAN class="ft28">o </SPAN>Number of games played since door close</P>
<P class="p254 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">Number of games played since Game Initialization (RAM Clear)</SPAN></P>
<P class="p255 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Describe what occurs when any of the meters maintained by the device reach their maximum value.</SPAN></P>
<P class="p256 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.040(5) – Describe how the following meters are continuously displayed to the player, even through bonus features:</SPAN></P>
<P class="p240 ft0"><SPAN class="ft28">o</SPAN><SPAN class="ft17">Number of COINS or CREDITS WAGERED,</SPAN></P>
<P class="p257 ft0"><SPAN class="ft28">o </SPAN>Number of COINS or CREDITS WON</P>
<P class="p258 ft50"><SPAN class="ft49">o </SPAN>Number of COINS PAID by the HOPPER <SPAN class="ft49">o </SPAN>Number of CREDITS AVAILABLE</P>
<P class="p259 ft24">Technical Standard [2.045] Meters for system based games</P>
<P class="p77 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.045(1) – If the conventional gaming device or client is connected to a system based game, describe how the meters listed in Technical Standard 2.040 are accessed from the conventional gaming device or client.</SPAN></P>
<P class="p260 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.045(2) – Does the system based game have the ability to store, display, and send the meters listed in Technical Standard 2.040 to a slot accounting system? Please describe what protocols are used to transmit this data, and a description of what information is sent.</SPAN></P>
<P class="p82 ft24">Technical Standard [2.050] Credit Play Requirements</P>
<P class="p261 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.050(1) - Describe all of the methods by which cashable credits are accumulated. If the device accumulates credits from a coin or token acceptor, describe how that coin/token acceptor determines the metallic composition of the coins. What is the maximum amount which may be wagered on a single game? What is the maximum amount that may be wagered on special conditions such as double down bets, etc.?</SPAN></P>
<P class="p262 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">2.050(2) – If the device is able to support </SPAN><NOBR>non-cashable</NOBR> credits, cashable credits given away by a licensee, or any other type of credit, describe the order in which credits available for play must be wagered.</P>
<P class="p82 ft24">Technical Standard [2.060] Award Cards</P>
<P class="p263 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Include copies of the </SPAN><NOBR>par-sheet</NOBR> for each game theme submitted with this device to this report.</P>
<P class="p264 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Outline the methods used to identify and display award amounts for each specific winning combination. Are awards identified in denomination units, dollars, cents or in some other units? Is the award card displayed on the glass or the video screen?</SPAN></P>
<P class="p116 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">How does the device reflect any change in award value that may occur in the course of play?</SPAN></P>
<P class="p24 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Attach a copy of the device display that shows the rules of play and the payoff schedule.</SPAN></P>
<P class="p265 ft0">Page 27 of 34</P>
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<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p12 ft24">Technical Standard [2.070] Jackpot Odds</P>
<P class="p266 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">Does the device have or can be configured to have a top award where the odds of winning that award exceed 100 million to one? If so, describe how these odds are advertised to the patron.</SPAN></P>
<P class="p93 ft24">Technical Standard [4.010] User Authorization</P>
<P class="p267 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">4.010(1) - How does the mobile gaming system verify that the mobile communications device is being operated by an authorized person?</SPAN></P>
<P class="p268 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">4.010(2) – Describe how the user authorization mechanism is capable of being initiated both on demand and on a regular basis.</SPAN></P>
<P class="p269 ft6">Does the system support and employ strong user authentication, authorization and accounting that checks against a user database? Does this authentication process require <NOBR>multi-factor</NOBR> authentication of at least 2 factors such as a something the user knows (password), has (player card) or is (biometrics)? Are these factors of authentication verified prior to the opening of a session?</P>
<P class="p270 ft25">Are users verified at random time increments that do not exceed 30 minutes? What factor of authentication is performed at that time?</P>
<P class="p271 ft25">Are user sessions terminated when: user authentication has not been successfully completed within a 30 minute timeframe, when no game activity has occurred within 5 minutes, the mobile unit has entered a <NOBR>non-gaming</NOBR> area, or when the user or system has terminated the session?</P>
<P class="p272 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">4.010(3) - Is authorization information used for identification purposes collected at the time of the request from the mobile gaming system? Is this information stored locally on the mobile communications device?</SPAN></P>
<P class="p97 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">4.010(4) - Can the mobile communication devices be reasonably moved by a patron?</SPAN></P>
<P class="p273 ft45">Technical Standard [4.020] Mobile Communications Device Communication with a Mobile gaming System</P>
<P class="p274 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">4.020(1) - How is the communication between the mobile communications device and the mobile gaming system securely linked? How does this method authenticate both the mobile communications device and mobile gaming system as authorized to communicate over that link.</SPAN></P>
<P class="p275 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">4.020(2) - How do mobile gaming system components such as access points or wireless controllers which interface with mobile communications devices sufficiently isolate the mobile communications devices from the server portion of the mobile gaming system?</SPAN></P>
<P class="p276 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">4.020(3) - How do the mobile communications devices ensure that it may only communicate with authorized mobile gaming systems? Do mobile devices communicate through other mobile devices?</SPAN></P>
<P class="p277 ft0">Page 28 of 34</P>
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<P class="p278 ft25">Does the system provide a log of all failed attempts at network access that includes the device name and hardware identifier? Is this log stored for a minimum of 90 days?</P>
<P class="p279 ft5">Please list all communication ports contained on the mobile communications device and identify which are used for communications with the mobile gaming system. Please describe how unused ports are disabled or rendered unusable.</P>
<P class="p82 ft24">Technical Standard [4.030] Location Restrictions</P>
<P class="p280 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">How is the mobile gaming system designed to restrict gaming operation of the mobile communications device to public areas as defined by NGC Regulation 5.220?</SPAN></P>
<P class="p106 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">If a patron enters a </SPAN><NOBR>non-gaming</NOBR> area, does the system suspend gaming transactions following the completion of any current transaction and notify the patron that gaming transactions have been suspended until the patron reenters a gaming area and is reauthorized?</P>
<P class="p281 ft25"><SPAN class="ft26">•</SPAN><SPAN class="ft44">Upon reentry into the gaming area, is the patron reauthorized and does the device return to the last known state prior to gaming activity suspension.</SPAN></P>
<P class="p2 ft24">Technical Standard [4.040] Mobile Communications Device Volume</P>
<P class="p263 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Please describe how to adjust and/or mute the volume from the mobile communications device.</SPAN></P>
<P class="p282 ft25"><SPAN class="ft26">•</SPAN><SPAN class="ft44">Does the mobile device include patron help screens that include the rules associated with the operation of the mobile device? Please provide screenshots of these help screens.</SPAN></P>
<P class="p283 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Does the system provide authorized personnel a terminal that will allow for the reconciliation of game activity (play history, etc) on any mobile unit in case of mobile device failure or disputed games?</SPAN></P>
<P class="p82 ft24">Regulation 14.024</P>
<P class="p284 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Provide a list of all independent contractors, as defined by Regulation 14.010, involved in the manufacturing of the gaming device. The list should contain at a minimum, the independent contractor name and/or organization name, the source code files that were developed, and the hardware developed. Please also indicate if the relationship is currently active.</SPAN></P>
<P class="p285 ft6"><SPAN class="ft26">•</SPAN><SPAN class="ft30">14.024(2) - Provide a record of the software, source language, or executable code that was designed, developed, produced or composed by an independent contractor, by contractor name.</SPAN></P>
<P class="p82 ft24">Regulation 14.025</P>
<P class="p286 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">If any of the game themes submitted are or could be considered primarily intended or marketed for use by persons under 21 year or age please provide an analysis articulating the reasons why the theme(s) is not prohibited by subsection 1 of Regulation 14.025.</SPAN></P>
<P class="p287 ft0">Page 29 of 34</P>
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<P class="p121 ft0">New Gaming Device Submission Package</P>
<P class="p288 ft24">Regulation 14.040</P>
<P class="p289 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">14.040(1) - Provide all parsheets and documentation necessary to mathematically demonstrate the theoretical pay out percentage of the device and provide the calculations upon which the determinations of the probabilities of winning or losing combinations were based. This percentage must not be less than 75 percent for each wager available.</SPAN></P>
<P class="p290 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) If the device supports any games that are affected by player skill (ie Video Poker), please describe the optimal strategy or method of play for that game, and how that optimal strategy or method of play contributes to the theoretical payback percentage and produces the best </SPAN><NOBR>long-term</NOBR> average return to players.</P>
<P class="p291 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) If a percentage of less than 75 percent is present, indicate such and attach a request for a waiver of the 75 percent standard.</SPAN></P>
<P class="p292 ft42"><SPAN class="ft26">•</SPAN><SPAN class="ft51">14.040(2) - Describe all random number generation processes and all game outcome selection processes. Identify algorithm used and show step by step implementation of the random number generator in the source code. Attach a copy of the source code used for the random number generation and the random selection process as well as a description of how the RNG is seeded. The RNG should not use static seeds upon initialization and the seeding process should rely upon at least one non predictable factor (i.e. human interaction of turning a key). Identify RAM address locations, as the CPU sees them for random number generator seeds, parameters and data outcomes, etc. Does the RNG continuously “cycle” even when no game is being played and while not in a tilt or error state? The RNG should continue to cycle at a minimum of 100Hz (100 calls per second). Please provide the cycle frequency of the RNG and a description of how the frequency was verified.</SPAN></P>
<P class="p293 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Is every possible permutation or combination of game elements which produce winning or losing combinations available for random selection at the start of each game?</SPAN></P>
<P class="p294 ft6"><SPAN class="ft28">o</SPAN><SPAN class="ft35">(b) If the game is representative of a live game, does the appearance of each symbol or game element match the probability or appearance of identical elements in a live game?</SPAN></P>
<P class="p295 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">Do any of the games themes submitted alter the probability of game elements appearing in a winning or losing combination? If so describe and provide examples of how the patron is made aware that a change has been made. For example;</SPAN></P>
<P class="p296 ft25"><SPAN class="ft52"></SPAN><SPAN class="ft44">In the case of a video reel game where reel element weightings are changed due to free or bonus spins the gaming device must:</SPAN></P>
<P class="p297 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Alter the appearance of the reels (i.e. change the appearance of the symbol or change the background color of the reel strip);</SPAN></P>
<P class="p298 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Explicitly state on the game screen that “bonus reels are in play”; and</SPAN></P>
<P class="p299 ft0">Page 30 of 34</P>
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<P class="p300 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">Explicitly state in the help or award screens that different reels are used during the free or bonus spins.</SPAN></P>
<P class="p301 ft0"><SPAN class="ft52"></SPAN><SPAN class="ft19">In the case where multiple video reel games are offered simultaneously the gaming device must:</SPAN></P>
<P class="p302 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Uniquely identify each game; and</SPAN></P>
<P class="p303 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">Indicate in the help or award screens which games use different reels.</SPAN></P>
<P class="p304 ft34"><SPAN class="ft28">o</SPAN><SPAN class="ft33">For all other games, is the mathematical probability of a game element appearing in a losing combination equal to the mathematical probability of that symbol appearing a winning combination? Thus if a blue 7 is likely to appear on a pay line in a winning combination 1 out of 32 times, then the same blue 7 must appear in a losing combination 1 out of 32 times. This requirement is only applicable to elements that are capable of being in both winning and losing combinations, i.e., scatter symbols that always result in a win are exempt.(c) Describe the random selection process that results in the outcome of a game. Please include all of the logical choices and processes that are performed from the time the player initiates a game, to the time that the device evaluates and displays the game result and pays for a winning outcome. This process should not include any logic that would alter the random selection process due to previous game outcome, the amount wagered, or the style or method of play. For example, a single pay line “buy a pay” device cannot make it more likely that three 7’s will appear on the pay line if the patron has not wagered the qualifying amount. As an additional example, a </SPAN><NOBR>multi-line</NOBR> game cannot make it more likely that the top award will appear on the 9<SPAN class="ft53">th </SPAN>pay line when that pay line is not active. In</P>
<P class="p305 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">Does the device utilize a quick pick or auto selection process for games like Keno? If so, please explain how the random selection process used to generate these results is independent from the random selection process used in the primary game.</SPAN></P>
<P class="p306 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">For video poker and card based themes please provide us with the selection process and any specific algorithms used in selecting draw cards. Does the game buffer pending draw cards in memory before the patron has made his draw selections?</SPAN></P>
<P class="p105 ft34"><SPAN class="ft28">o</SPAN><SPAN class="ft33">Does the device utilize a mechanical RNG? If so, describe how the mechanical RNG is monitored for compliance with the required confidence limits on a real time basis.</SPAN></P>
<P class="p307 ft42"><SPAN class="ft26">•</SPAN><SPAN class="ft51">14.040(3) - What testing was conducted to check for patterning in the output of the random selection process? Are there any secondary decisions made which would affect the outcome of the game prior to it being displayed to the player? If the game outcome is a win which is the result of three random numbers which map to certain symbols these symbols must be displayed. For example, if the random numbers generated are 1, 10, and 28 and those numbers map to cherry symbols then these cherry symbols must be displayed on the pay line. Using poker as another example, the random selection process cannot choose a hand that consists of 5 cards, 4 suits and no pairs and then display a hand that has an ace, king, queen, and jack of the same suit and a non- winning card of another suit. A given random result should always produce the same displayed</SPAN></P>
<P class="p208 ft0">Page 31 of 34</P>
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<P class="p308 ft25">outcome to the patron. Equivalent outcomes cannot be substituted at any point during the random selection process.</P>
<P class="p309 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">14.040(4) – If the device can be connected to other devices such that they all play for a common payoff schedule or award:</SPAN></P>
<P class="p310 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(a) Do all of the devices connected use the same denomination and have the same odds of winning the common payoff schedule/award?</SPAN></P>
<P class="p311 ft5"><SPAN class="ft28">o</SPAN><SPAN class="ft29">(b) Do the devices have a way of equalizing the expected value of winning the common payoff schedule/award between all of the connected devices? If so, please describe how this is done.</SPAN></P>
<P class="p97 ft0"><SPAN class="ft26">•</SPAN><SPAN class="ft19">14.040(5) – Describe where game rules and payoff schedules are displayed for player to read.</SPAN></P>
<P class="p312 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">14.040(6) - Are any functions or selection processes of the device altered as a result of internal computation of the hold or payback percentages of the device?</SPAN></P>
<P class="p82 ft24">Regulation 14.170</P>
<P class="p313 ft5"><SPAN class="ft26">•</SPAN><SPAN class="ft27">A permanent serial number which must be the same number as given the device pursuant to the provisions of the Gaming Device Act of 1962, 15 U.S.C. 1173, permanently stamped or engraved in lettering no smaller than 5 millimeters on the metal frame or other permanent component of the device and on a removable metal plate attached to the cabinet of the device. Describe where this serial number is placed on the gaming device cabinet.</SPAN></P>
<P class="p314 ft0">Page 32 of 34</P>
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<P class="p315 ft0">New Gaming Device Submission Package</P>
<P class="p316 ft4">Operator Selectable Options Checklist</P>
<P class="p317 ft0">On every circuit board, identify every jumper, DIP switch, solder strap.</P>
<TABLE cellpadding=0 cellspacing=0 class="t2">
<TR>
	<TD class="tr4 td5"><P class="p318 ft54">Jumper, Switch or Strap</P></TD>
	<TD class="tr4 td6"><P class="p319 ft55">J = Jumper</P></TD>
	<TD class="tr4 td7"><P class="p320 ft55">Purpose</P></TD>
</TR>
<TR>
	<TD class="tr9 td8"><P class="p321 ft54">ID/Board</P></TD>
	<TD class="tr9 td9"><P class="p319 ft54">D = Dip Switch</P></TD>
	<TD class="tr9 td10"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr7 td8"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr7 td9"><P class="p319 ft54">S = Solder Strap</P></TD>
	<TD class="tr7 td10"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr10 td11"><P class="p3 ft56">&nbsp;</P></TD>
	<TD class="tr10 td12"><P class="p3 ft56">&nbsp;</P></TD>
	<TD class="tr10 td13"><P class="p3 ft56">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr11 td11"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr11 td12"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr11 td13"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr12 td11"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr12 td12"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr12 td13"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr11 td11"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr11 td12"><P class="p3 ft1">&nbsp;</P></TD>
	<TD class="tr11 td13"><P class="p3 ft1">&nbsp;</P></TD>
</TR>
<TR>
	<TD class="tr12 td11"><P class="p3 ft1">&nbsp;</P></TD>
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<P class="p322 ft0">Page 33 of 34</P>
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<IMG src="frm197_images/frm19734x1.jpg" id="img1">
</DIV>


<P class="p11 ft0">New Gaming Device Submission Package</P>
<P class="p12 ft4">Gaming Device Subcontractor Checklist</P>
<P class="p323 ft5">A gaming device cannot have two or more components listed in NRS 463.0155 that are manufactured by the same company unless the company is a licensed manufacturer. For each component listed below provide the person or company who designed and manufactured the components. Attach additional sheets if necessary.</P>
<TABLE cellpadding=0 cellspacing=0 class="t3">
<TR>
	<TD class="tr7 td14"><P class="p3 ft55">Component</P></TD>
	<TD class="tr7 td15"><P class="p3 ft55">Designed By</P></TD>
	<TD class="tr7 td16"><P class="p3 ft54">Manufactured By</P></TD>
</TR>
</TABLE>
<P class="p324 ft0">Circuit Boards:</P>
<P class="p325 ft0">Cabinet:</P>
<P class="p326 ft0">Coin Acceptor:</P>
<P class="p325 ft0">Wiring:</P>
<P class="p325 ft0">Software:</P>
<P class="p326 ft0">Reel Mechanisms:</P>
<P class="p326 ft0">Hopper:</P>
<P class="p325 ft0">Other Significant Components:</P>
<P class="p327 ft0">Page 34 of 34</P>
</DIV>
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